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Author Topic: Megaman Robot Master Mayhem - Bug Reports  (Read 1245 times)

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Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #25 on: December 30, 2017, 09:31:53 PM »
We have the Quint Bug reports.  Thanks!

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Offline Rage

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #26 on: January 01, 2018, 02:00:13 PM »
feed back from over on sprites INC.

Quote from: fxfreitas
While the characters are very funny to play, I can see some interessing diferences between them, some have less Hyper moves, some power sets are recycled (no issue here), some sprites are eerh, not very well polished, like Tenguman, Fireman, Axl, looks like the Pallete and shading doesn't fit to the other characters, being very less colorful.

The power set mechanic is very interessing, where I see a great use for some powers, others are very useless or simply 2~3 forward projectiles, I know how make unique moves for characters wich have only 1~3 attacks in the original game (and most are projectiles...) is hard, but I've see some examples on some of the characters of how the creativity can change this way, Like Toad Man, Top Man, Fire Man. But at same time Characters Like Crash Man have repetitive powers on the set...

The AI, oh, this is a important part of the game, but looks not finished yet, some characters don't do combos or use their powers, while characters like Burst Man and Top Man are very agressive, making very hard to defeat, make a full game is make a Progressive AI, based on the fight and on the AI level selected in options, in game the first fight on Normal 4 should be easy to handle, when the 6th or 7th fight must be challenging, on a dificulty close to hard 6 or 7. Without a balance on AI, the gameplay feels unbalanced.

Well Good Luck with your project, Its going very well, even with some fixes needed, the game in general is very funny, I'm still looking forward for RMM, I see too much potential here.

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Offline I-Skorp-I

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #27 on: January 02, 2018, 06:52:31 PM »
I love them honestly. Quint especially cause the sprites are so fluid. But Roll & Snakemans portraits are HUGE please fix this.  :Terry
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #28 on: January 02, 2018, 06:53:28 PM »
They are huge only outside the project. I am aware of that and will fix it on the next update.
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Offline I-Skorp-I

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #29 on: January 02, 2018, 06:56:17 PM »
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They are huge only outside the project. I am aware of that and will fix it on the next update.

Ahh i see, Cause i remember Burstmans was also huge at one point but was fixed when he was updated so figured i point it out. Thanks unc! :thumbsup:
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Offline Rage

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #30 on: January 02, 2018, 09:33:36 PM »
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I love them honestly. Quint especially cause the sprites are so fluid. But Roll & Snakemans portraits are HUGE please fix this.  :Terry
Thanx ^:)^

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Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #31 on: January 03, 2018, 05:07:12 PM »
Snakeman has a correctly sized 9000, 0 portrait in his sprites.  Just change the number to that for now.   ;)

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Offline I-Skorp-I

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #32 on: January 03, 2018, 05:33:48 PM »
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Snakeman has a correctly sized 9000, 0 portrait in his sprites.  Just change the number to that for now.   ;)

Iight thanks bro! O0
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Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #33 on: January 03, 2018, 10:31:28 PM »
I meant to say if you look at the beginning of the sprites you'll see the correctly sized portrait.  Change that to 9000, 1.
Then change the sprite labeled 9000, 3 to 9000, 0.  That is the normal sized select screen character icon. 
Then change the old 9000, 0 sprite to something else like 9000, 33.

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Offline SolidZone 26

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #34 on: January 07, 2018, 04:39:49 AM »
Here's some feedback that I've been play-testing for a while. I'll be posting links from MFG for some of the characters as I don't feel like typing them again here or they may have been fixed already. I may update feedback to some characters whenever I missed something or feel like it:

General:
-The hitspark sound fx on some characters are inconsistent to others (Snake Man's uses MvC sounds, Crash Man uses default M.U.G.E.N sounds, etc.).
-Fx on characters are inconsistent to others (Dash, high jump, size of hitsparks, hitspark colors, etc.).
-Some characters' standing kick attacks use the same hit sound (Mega Man, Fire Man, Wood Man, Top Man).
-Some characters have inconsistent super jump.
-Some characters don't launch their oppenent in the air very high.
-Some characters have different hyper bgs on their supers or change during it.

Mega Man:
Skipped for now.

Proto Man:
-Dash fx and super jump fx are not from RMM.
-Hitsparks are too big (O Ilusionista says that there's supposed to be smaller).
-All his attacks except Shield Barrage uses the fightfx's guard sounds.
-Breakman Sonata is unblockable.

Roll:
Bug list posted here: You are not allowed to view links. Register or Login

Cut Man:
Skipped for now.

Fire Man:
Bug list posted here: You are not allowed to view links. Register or Login

Air Man:
Bug list posted here: You are not allowed to view links. Register or Login

Crash Man:
-His intro where he appears when dropping a large crash bomb has no sound of him talking (Was not an issue on the EoH version).
-Hit sounds, hitsparks, and guard fx are from the default fightfx.
-The last hit of DP+LP Drill Upper uses an MvC2 hitspark instead of a slash spark and has no sound coming from it.
-The hyper bg on his supers are missing.
-The damage on Crash Dash and Crash Barrage are too high for level 1 supers.
-The guard fx on Ground Upper is misaligned.
-If you hit the opponent up close with the Junk Shield, the rest don't come out.

Wood Man:
Bug list posted here: You are not allowed to view links. Register or Login

Snake Man:
Bug list posted here: You are not allowed to view links. Register or Login

Top Man:
Bug list posted here: You are not allowed to view links. Register or Login

Toad Man:
-His dash fx is missing.
-His standing kick attacks doesn't use the kick sounds from his jumping.
-Hit sounds, hitsparks, and guard fx are from the default fightfx.
-Leaf Shield doesn't register the last hit on the hit counter.
-Damage on Rain Flush is pretty low for a level 1 super.
-Missile Barrage is missing the guard fx when blocked.

Burst Man:
Bug list posted here: You are not allowed to view links. Register or Login

Quint:
Bug list posted here: You are not allowed to view links. Register or Login

Yellow Devil:
Bug list posted here: You are not allowed to view links. Register or Login

I waited a few more days before posting this in case there's more releases (Which is why it's a little bit late) and I noticed there's hasn't been anymore. There's some characters in here that are updated like Crash Man, Proto Man, and Toad Man, but unofficially released. Is that it?

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #35 on: January 07, 2018, 06:08:33 AM »
Thanks for your very complete feedback!
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Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #36 on: January 07, 2018, 10:41:20 AM »
Thank you for all the time taken to give us this feedback.

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Offline I-Skorp-I

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #37 on: January 07, 2018, 10:35:09 PM »
I was watching my mugen game play & i was testing the megaman characters against Kung Fu Man and i ALWAYS have the difficulty set to the highest. & lets just say the only characters that showed great A.I. was Quint,Burstman & Fireman. All of the others played as if they weren't able to fight at all. (Constantly standing still or throwing random punches and kicks, or randomly jumping) And also i noticed that some of the characters don't explode after they lose. Quint & Burstman i believe (i could be wrong) were the only 2 that exploded afterwards. Everyone else still laid there.
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #38 on: January 08, 2018, 06:35:28 AM »
Quote
lets just say the only characters that showed great A.I. was Quint,Burstman & Fireman. All of the others played as if they weren't able to fight at all.
Because not all characters have custom AI, and they use the common Mugen AI behaviour. From that list, there are missing names like Crash Man and Roll.

I plan to add AI to Snake Man too. And MAYBE some basic AI for other characters, but I am not sure.
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Offline I-Skorp-I

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #39 on: January 08, 2018, 02:57:15 PM »
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Because not all characters have custom AI, and they use the common Mugen AI behaviour. From that list, there are missing names like Crash Man and Roll.

I plan to add AI to Snake Man too. And MAYBE some basic AI for other characters, but I am not sure.

Ahh i see...So what about some of the characters not exploding after defeat?
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #40 on: January 08, 2018, 02:57:53 PM »
Yeah, that needs to be fixed.
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Offline Jelux Da Casual

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #41 on: January 09, 2018, 04:49:22 PM »
launch and super jump values need rebalancing: Some characters SJ higher than others and some launchers don't launch high enough causing chasing to overshoot the target for air combos.
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #42 on: January 09, 2018, 05:19:04 PM »
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launch and super jump values need rebalancing: Some characters SJ higher than others and some launchers don't launch high enough causing chasing to overshoot the target for air combos.

yes, we are aware. Because not all characters were made using the same template.
By the way, I will be in charge of fixing all the bugs. But any help is appreciated.
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #43 on: January 10, 2018, 10:12:13 AM »
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yes, we are aware. Because not all characters were made using the same template.
By the way, I will be in charge of fixing all the bugs. But any help is appreciated.

I figured, just barely getting my hands on it now cause I'm been busy IRL. Life went from 0 to 100.
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #44 on: January 10, 2018, 12:41:54 PM »
Proto has a frame with the Mega Man "underwear"
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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #45 on: January 10, 2018, 03:54:08 PM »
Appears in the standing and blocking frames, likely the aerials as well. Very simple fix luckily

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #46 on: January 10, 2018, 05:16:01 PM »
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Proto has a frame with the Mega Man "underwear"

I fixed Protoman's underwear in the blocking frames.  At least he wasn't wearing Roll's underwear..   ;*))
It will be in the next Rmm update.

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #47 on: February 11, 2018, 05:54:34 PM »
Hello there.
I am working to fix all reported bugs.


Stay tuned for more news soon :)
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